--- title: "Unwrapping and Packing UVs" url: "https://help.maxon.net/zbr/en-us/Content/html/user-guide/uv-editor/unwrapping/unwrapping.html" section_path: "User Guide > UV Mapping > UV Editor > Unwrapping and Packing UVs" description: "Unwrapping lays the surface of a 3D model flat in UV space, so a texture can map onto it. In ZBrush's UV Editor, you create the UVs, cut them into islands …" --- # Unwrapping and Packing UVs Unwrapping lays the surface of a 3D model flat in UV space, so a texture can map onto it. In ZBrush's UV Editor, you create the UVs, cut them into islands where you need seams, and pack the islands into the UV space. Four tabs at the bottom of the default UV Editor layout follow that workflow order: **Create UVs**, **Unwrap Tools**, **Edit UV Tools**, and **Packing Tools**. You won't need every tab for every model, but in many cases you'll work through them from left to right. ![The four workflow tabs at the bottom of the UV Editor: Create UVs, Unwrap Tools, Edit UV Tools, and Packing Tools](https://help.maxon.net/zbr/en-us/Content/Resources/Images/ZBrush_UV-Editor_Workflow-Tabs.png) To learn how to open the UV Editor and send your UVs back to ZBrush, see [UV Editor](https://help.maxon.net/zbr/en-us/Content/html/user-guide/uv-editor/uv-editor.html.md). ## Tool Options Many tools have a gear icon next to their button. Click the gear to open the tool's options, change the settings, and click **Apply**. In the tables on this page, the **Options** column links to each tool's options in the Cinema 4D documentation (where appropriate). ![The gear icon next to Automatic UV opens the Automatic UV options](https://help.maxon.net/zbr/en-us/Content/Resources/Images/ZBrush_UV-Editor_Create-UVs-Automatic-UVs.png) ## Creating UVs Each button on the Create UVs tab makes a full set of UVs for the selected mesh with one click. ![The Create UVs tab with Unwrap by PolyGroup, UV Projection, and Automatic UV](https://help.maxon.net/zbr/en-us/Content/Resources/Images/ZBrush_UV-Editor_Create-UVs-tabs.png) | Tool | What it does | In the Cinema 4D documentation | Options | | --- | --- | --- | --- | | **Unwrap by PolyGroup** | Unwraps and packs the mesh based on its ZBrush Polygroups. Unique to ZBrush, see below. | — | — | | **UV Projection** | Creates new UVs from one of several standard projection types. | [UV Projection](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVPROJECTION.html) | [Options](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVPROJECTION-MDATA_MAINGROUP.html) | | **Automatic UV** | Unwraps and packs the selected mesh automatically. | [Automatic UV](https://help.maxon.net/c4d/en-us/Content/html/TOOLAUTOUNWRAP.html) | [Options](https://help.maxon.net/c4d/en-us/Content/html/TOOLAUTOUNWRAP-MDATA_MAINGROUP.html) | For details on these tool options, see their respective pages (linked in the table above) in the Cinema 4D documentation, which contain ample descriptions and examples. ### Unwrap by PolyGroup **Unwrap by PolyGroup** unwraps a mesh based on the Polygroups you made in ZBrush, then packs the result. The Polygroups decide how the mesh splits, so you can plan your UV islands while you model. Unwrap by PolyGroup works differently from a [UV Master](https://help.maxon.net/zbr/en-us/Content/html/user-guide/zbrush-plugins/uv-master/uv-master.html.md) unwrap with **Polygroups** turned on. Unwrap by PolyGroup places seams only where Polygroups meet and never adds any others. UV Master also starts from the Polygroup borders, but it adds extra seams wherever it calculates they will reduce stretching. 1. In ZBrush, make one Polygroup for each UV island you want. 2. Send the SubTool to the UV Editor. 3. Click the SubTool's **Polygroup** tag in the Objects panel to see its Polygroups. 4. Open the **Create UVs** tab and click **Unwrap by PolyGroup**. Each Polygroup becomes its own UV island, and the islands come out already packed in the UV space. Unwrap by PolyGroup also adds an Edge Selection tag named **Seams** to the SubTool in the Objects panel. To learn how selection tags work, see [Edge Selection Tag](https://help.maxon.net/c4d/en-us/Content/html/TEDGESELECTION.html) in the Cinema 4D documentation. ![Before Unwrap by PolyGroup, UVs from UV Projection show Polygroup colors scattered across the UV layout](https://help.maxon.net/zbr/en-us/Content/Resources/Images/ZBrush_UV-Editor_Unwrap-by-PolyGroup-Before.png) ![After Unwrap by PolyGroup, each Polygroup is its own UV island, packed in the UV space](https://help.maxon.net/zbr/en-us/Content/Resources/Images/ZBrush_UV-Editor_Unwrap-by-PolyGroup-After.png) > **Note:** **Tip!** > > You can keep a separate set of Polygroups just for UV work, next to the ones you use for posing or masking. Selection Sets store as many Polygroup layouts as you like, so you can switch to your UV Polygroups before you open the UV Editor. ### UV Projection **UV Projection** makes new UVs by projecting the mesh onto a standard shape you choose with **Projection Type**. The default shape is **Cubic**. 1. Select the SubTool in the editor's Objects panel. 2. Open the **Create UVs** tab. 3. Click the gear next to **UV Projection**. 4. Choose a **Projection Type**, and change any other options you need. 5. Click **Apply**. The UV Projection options are **Create New Tag**, **Name**, **Projection Type**, **Preserve Aspect**, and **Projection Axis**. Open the **Projection Volume** group for **Volume Type**, **Include Children in Volume**, **Fit Volume to Selection**, and **Volume Orientation**. For descriptions of each option, with examples, see [UV Projection: Options](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVPROJECTION-MDATA_MAINGROUP.html) in the Cinema 4D documentation. ![The Create UVs > UV Projection options](https://help.maxon.net/zbr/en-us/Content/Resources/Images/ZBrush_UV-Editor_UV-Projection.png) ### Automatic UV **Automatic UV** unwraps the mesh and packs the islands in one pass, and it tries to keep parts of the UV layout from overlapping. Use it when you want working UVs quickly and don't need to choose where the seams go. To create UVs automatically: 1. Select the SubTool in the editor's Objects panel. 2. Open the **Create UVs** tab. 3. Click **Automatic UV**. To change the settings first, click the gear next to **Automatic UV**, change the options, and click **Apply**. The options are **Override Resolution**, **Gap Size**, and **Unwrap Mode**, plus a few that depend on the mode. **Unwrap Mode** is set to **Packed** by default, which shows **Stretch**, **Stack Identical Islands**, and **Stack Mirrored Islands**. **Cubic** shows **Preserve Orientation**, **Stretch to Fit**, and **Relaxation Steps** instead, and **Angle** adds an **Angle** setting to those three. For descriptions of each option, with examples, see [Automatic UV: Options](https://help.maxon.net/c4d/en-us/Content/html/TOOLAUTOUNWRAP-MDATA_MAINGROUP.html) in the Cinema 4D documentation. ## Unwrap Tools The Unwrap Tools tab works with seams. You mark the edges where the UVs should split, then unwrap along them. ![The Unwrap Tools tab with Mark as seam, Unmark seam, and UV Unwrap and Relax](https://help.maxon.net/zbr/en-us/Content/Resources/Images/ZBrush_UV-Editor_Unwrap-Tools.png) | Tool | What it does | In the Cinema 4D documentation | Options | | --- | --- | --- | --- | | **Mark as seam** | Marks the selected edges, or the outline of selected polygons, as seams. | [Mark as Seam](https://help.maxon.net/c4d/en-us/Content/html/UV_Tools_Mark_As_Seam.html) | — | | **Unmark seam** | Removes the seam from the selected edges. | [The UV Editor and Its Tools](https://help.maxon.net/c4d/en-us/Content/html/UV_Editor_Overview.html) | — | | **UV Unwrap and Relax** | Unwraps the mesh and relaxes the UVs. | [UV Unwrap and Relax](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVUNWRAP.html) | [Options](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVUNWRAP-MDATA_MAINGROUP.html) | To unwrap along seams you choose: 1. Press **3** to switch to Edges mode. 2. Select the edges where you want the UVs to split. 3. Click **Mark as seam**. 4. Click **UV Unwrap and Relax**. To remove a seam, select its edges and click **Unmark seam**. ## Edit UV Tools The Edit UV Tools tab contains tools for cutting, joining, and adjusting UVs. In a narrow window, the last few (**Add UV Pins**, **Mirror Tile U**, and **Mirror Tile V**) may sit past the right edge. Widen the panel to see them. ![The Edit UV Tools tab, from Disconnect UVs to UV Rectangularize](https://help.maxon.net/zbr/en-us/Content/Resources/Images/ZBrush_UV-Editor_Edit-UV-Tools.png) | Tool | What it does | In the Cinema 4D documentation | Options | | --- | --- | --- | --- | | **Disconnect UVs** | Splits the UVs along the selected edges (shortcut **C**). | [Disconnect UVs](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVDISCONNECT.html) | [Options](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVDISCONNECT-MDATA_MAINGROUP.html) | | **Weld UVs** | Reconnects separate UV points or edges. | [Weld UV Points / Edges](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVWELD.html) | — | | **Optimize UVs** | Merges UV points that lie within a set distance of each other. | [Optimize UV](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVOPTIMIZE.html) | [Options](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVOPTIMIZE-MDATA_MAINGROUP.html) | | **Brush** | Adjusts UVs with a brush. | [The UV Editor and Its Tools](https://help.maxon.net/c4d/en-us/Content/html/UV_Editor_Overview.html) | — | | **Align UV Island** | Aligns UV islands. Works in Points, Edges, or Polygons mode without a selection. | [Align UV Island](https://help.maxon.net/c4d/en-us/Content/html/73198.html) | — | | **UV Straighten** | Straightens the path of the selected edges. | [UV Straighten](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVSTRAIGHTEN.html) | [Options](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVSTRAIGHTEN-MDATA_MAINGROUP.html) | | **UV Rectangularize** | Straightens selected four-sided polygons into rectangles. | [UV Rectangularize](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVRECTANGULARIZE.html) | [Options](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVRECTANGULARIZE-MDATA_MAINGROUP.html) | | **Add UV Pins** | Locks the selected UV points, edges, or polygons so other tools can't move them. | [Add UV Pins](https://help.maxon.net/c4d/en-us/Content/html/UV_Tools_Add_UV_Pins.html) | — | | **Mirror Tile U** | Mirrors the U coordinates of the selected UVs with respect to the UV tile, or of the whole UV tile if nothing is selected. Select whole islands: polygons left out of the selection stay put and stretch. | [Mirror Tile U](https://help.maxon.net/c4d/en-us/Content/html/UV_Tools_Mirror_Tile_U.html) | — | | **Mirror Tile V** | Mirrors the V coordinates of the selected UVs with respect to the UV tile, or of the whole UV tile if nothing is selected. | [Mirror Tile V](https://help.maxon.net/c4d/en-us/Content/html/UV_Tools_Mirror_Tile_V.html) | — | ### Cutting UV Islands A UV island is a group of connected UVs. You make islands by cutting the UVs along edges, and each cut becomes a seam on the model. 1. Press **3** to switch to Edges mode. 2. Select the edges where you want the seam. 3. Press **C**, or click **Disconnect UVs** in the Edit UV Tools tab. The UVs split along the selected edges, and each side becomes its own island. ![UVs after splitting along the selected edges](https://help.maxon.net/zbr/en-us/Content/Resources/Images/ZBrush_UV-Editor_Edit-UV-Tools-Disconnect-UVs.png) ## Packing Tools Packing fits your UV islands into the UV space as tightly as possible, so less of the texture space goes to waste. Packing is usually the last step before you send the UVs back. To pack, press **P** or click **UV Packing**. ![The Packing Tools tab with Get Texel Density, Set Texel Density (Selected), Set Texel Density (All), and UV Packing](https://help.maxon.net/zbr/en-us/Content/Resources/Images/ZBrush_UV-Editor_Create-UVs-Packing-Tools.png) | Tool | What it does | In the Cinema 4D documentation | Options | | --- | --- | --- | --- | | **Get Texel Density** | Reads the texel density of the selection. A texel is one unit of a texture on the 3D surface, as a pixel is one unit of a 2D image. | [Get Texel Density](https://help.maxon.net/c4d/en-us/Content/html/UV_Get_Texel_Density.html) | — | | **Set Texel Density (Selected)** | Applies the texel density value from the **TD** field above the UV view to the selection. | [Set Texel Density (Selected)](https://help.maxon.net/c4d/en-us/Content/html/UV_Set_Texel_Density.html) | — | | **Set Texel Density (All)** | Applies the **TD** value to all UVs. | [Set Texel Density (All)](https://help.maxon.net/c4d/en-us/Content/html/UV_Set_Texel_Density_All.html) | — | | **UV Packing** | Arranges the UV islands in the UV space (shortcut **P**). | [UV Packing](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVPACKING.html) | [Options](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVPACKING-MDATA_MAINGROUP.html) | The **UV Packing** options are **Override Resolution**, **Gap Size**, **UV Space**, **Start Tile U**, **Start Tile V**, **Skip Populated Tiles**, **Orientation**, **Scaling**, **Override Texel Density**, **UV Packing Mode**, **Stretch to Fit**, **Stack Identical Islands**, and **Stack Mirrored Islands**. For descriptions of each option's capabilities, see [UV Packing: Options](https://help.maxon.net/c4d/en-us/Content/html/TOOLUVPACKING-MDATA_MAINGROUP.html) in the Cinema 4D documentation. ![The UV Packing options](https://help.maxon.net/zbr/en-us/Content/Resources/Images/ZBrush_UV-Editor_Create-UVs-UV-Packing.png) For background on texel density, see [Texel Density](https://help.maxon.net/c4d/en-us/Content/html/Texel_Density.html). ## Finding More UV Commands The four tabs don't hold every UV command. To find the other UV commands, point at the UV view and press **Shift+C** to open the Commander, then type **UV** in the Commander's search field. With the pointer over the UV view, the Commander shows **UV Editor** in front of the search field and lists the UV commands. For more on searching for commands, see [The Commander](https://help.maxon.net/c4d/en-us/Content/html/Commander.html) in the Cinema 4D documentation. ## Checking UVs with a Texture The Textures menu at the top of the UV view sets what the UV view shows behind your UVs. Choose **Colored Grid** or **Checkerboard** to check your UVs against a test pattern. Alternatively, select **Empty Canvas** for a plain background. For every option in the menu, see [The UV Editor: Textures Menu](https://help.maxon.net/c4d/en-us/Content/html/PPM_Menu_Textures.html) in the Cinema 4D documentation. If a SubTool has a texture map in ZBrush, the texture arrives with that map in the UV Editor, and you can show it in the UV view from the same menu. For example, you can make a texture from your polypaint with **Tool > Texture Map > New From Polypaint** before you open the UV Editor. ## Keeping More Than One UV Layout When you're happy with your UVs, click **Apply UV Edits** to send them back to ZBrush. To try another layout, store the current one as a UV set in Selection Sets, send the SubTool to the UV Editor again, and make new UVs. Switch between the stored UV sets at any time.